Luis95R Posted August 6, 2016 Share Posted August 6, 2016 (edited) I'm currently working on a structure and when it comes to making it hauntable, I'm not sure which line to use. Does anyone know the difference between?: AddHauntableDropItemOrWork(inst) and MakeHauntableWork(inst) They both make the structure hauntable but I'm not sure if they cause a different thing to happen when haunting. Thank you. Edited August 6, 2016 by Luis95R Link to comment https://forums.kleientertainment.com/forums/topic/69358-haunting-difference-solved/ Share on other sites More sharing options...
DarkXero Posted August 6, 2016 Share Posted August 6, 2016 Those are functions defined in standardcomponents.lua. function MakeHauntableWork(inst, chance, cooldown, haunt_value) if not inst.components.hauntable then inst:AddComponent("hauntable") end inst.components.hauntable.cooldown = cooldown or TUNING.HAUNT_COOLDOWN_SMALL inst.components.hauntable:SetOnHauntFn(function(inst, haunter) --#HAUNTFIX --chance = chance or TUNING.HAUNT_CHANCE_OFTEN --if math.random() <= chance then --if inst.components.workable ~= nil and inst.components.workable:CanBeWorked() then --inst.components.hauntable.hauntvalue = haunt_value or TUNING.HAUNT_SMALL --inst.components.workable:WorkedBy(haunter, 1) --return true --end --end return false end) end function AddHauntableDropItemOrWork(inst) if not inst.components.hauntable then inst:AddComponent("hauntable") end inst.components.hauntable.cooldown = TUNING.HAUNT_COOLDOWN_SMALL inst.components.hauntable:SetOnHauntFn(function(inst, haunter) local ret = false --#HAUNTFIX --if math.random() <= TUNING.HAUNT_CHANCE_OCCASIONAL then --if inst.components.container then --local item = inst.components.container:FindItem(function(item) return not item:HasTag("nosteal") end) --if item then --inst.components.container:DropItem(item) --inst.components.hauntable.hauntvalue = TUNING.HAUNT_MEDIUM --ret = true --end --end --end --if math.random() <= TUNING.HAUNT_CHANCE_VERYRARE then --if inst.components.workable then --inst.components.workable:WorkedBy(haunter, 1) --inst.components.hauntable.hauntvalue = TUNING.HAUNT_MEDIUM --ret = true --end --end return ret end) end Since the effects are commented out, both do nothing. Ghosts will haunt stuff and just light them up. Link to comment https://forums.kleientertainment.com/forums/topic/69358-haunting-difference-solved/#findComment-800964 Share on other sites More sharing options...
Luis95R Posted August 6, 2016 Author Share Posted August 6, 2016 Thank you for the reply DarkXero. This is the answer I was looking for. Link to comment https://forums.kleientertainment.com/forums/topic/69358-haunting-difference-solved/#findComment-800980 Share on other sites More sharing options...
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